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August 22, 2014

UE 4.4.1 Hotfix

For those who missed it:

8/21/2014 4.4.1 Hotfix Preview

This is a preview of the 4.4.1 Hotfix that will be released soon.

To access the Hotfix Preview for Windows:

Right click your launcher shortcut and go to properties, in the "Target" section, add this applabel to the end of the target after the quotationmarks:

-AppLabel=Production-4.4.1HotfixPreview

For Mac, open the terminal.app and type in:

open /Applications/Unreal\ Engine.app --args -Applabel=Production-4.4.1HotfixPreview

4.4.1 Fixes

• Unreal Frontend: Fixed a crash that could occur when cooking for Mac platform “on-the-fly”
• Oculus Rift support has been updated to use the Oculus 0.4.1 Beta SDK
• Fixed a crash that could occur when opening some animation assets from the Marketplace
• Fixed an error that was causing Mouse Handling to break on Mac.
• Blueprint: Added a redirect to base engine ini which allows existing content to point to the correct location in an enum.
• Fixed Info.plist search order in UAT


https://forums.unrealengine.com/showthread.php?30474-4-4-1-Hotfix-Preview!&p=121342#post121342

:)
    This topic has been closed for replies.

    13 replies

    Up and Coming
    August 27, 2014
    you can get around the need to alt/enter (in your own software) by putting an 'execute console command' in the level blueprint and trigger it on beginplay - command is 'FULLSCREEN'. There are other methods too.

    Then the .exe goes straight to the rift - no fuss.
    EX DK2/VIVE/PSVR/CV1/Q2/PSVR2 | Currently Quest Pro (PCVR) | VR developer RTX 3080 FE / 12900k / Windows 11 Pro
    Up and Coming
    August 28, 2014
    Proper 4.4.1 appears to be live now, haven't tried it with the Rift yet.
    MilkoAuthor
    New Participant
    September 1, 2014
    Here's the same thing I've posted in UE forum, might be of some use to those who struggle:

    All I had to do to make a project done in 4.2 work with Oculus DK2 was:

    - Update UE4 to latest version 4.4.1 currently
    - Download and install the latest DK2 SDK/Runtime
    - I suppose you've already updated the firmware if not, the instructions are in the manual
    - in the Oculus Configuration Utility, make sure the HMD and the tracker (camera) are both detected
    - extended mode works best for me so far, and I use that mostly because I need some backward compatibility for older demos
    - Open your project (or the FPS template) in UE 4.4.1
    - Run in standalone (resolution 1920x1080)
    - Bring the console up (`) (tilde key, usually above TAB key) and type: stereo on or press Alt+Enter

    As simple as that, I was surprised that it only took two clicks to make it work! (Thanks to everyone who made that happen!)

    This is a good source of info and it will help with trouble shooting at various stages:
    https://wiki.unrealengine.com/Oculus_Rift
    ---
    Now that's for getting something to show up on the DK2, could someone shed some light on optimisation and getting a good fps out of the latest build, please?
    Preferably with the DirectToRift in mind, as I guess this is the way to go long term.


    By the way, proper 4.4.1 works great, but I can't seem to optimise it good enough, what's your average FPS with the FPS demo before and after optimisation? I assume the problem is in my TV, not the release, dk or the universe in general.
    Senior 3D Artist